Example #1
0
 def __init__(self,camp,metroscene,metro):
     creds = camp.totally_restore_party()
     self.did_recovery = False
     if creds > 0:
         pbge.alert("Repair/Reload: ${}".format(creds))
         camp.credits -= creds
         camp.day += 1
     if camp.incapacitated_party or camp.dead_party or any([pc for pc in camp.get_lancemates() if not camp.get_pc_mecha(pc)]):
         # Go through the injured/dead lists and see who needs help.
         if camp.pc not in camp.party:
             # This is serious.
             init = pbge.plots.PlotState(elements={"METRO":metro,"METROSCENE":metroscene})
             nart = GHNarrativeRequest(camp,init,adv_type="RECOVER_PC",plot_list=PLOT_LIST)
             if nart.story:
                 nart.build()
                 nart.story.start_recovery(camp)
                 self.did_recovery = True
             else:
                 print(nart.errors)
         else:
             init = pbge.plots.PlotState(elements={"METRO":metro,"METROSCENE":metroscene})
             nart = GHNarrativeRequest(camp,init,adv_type="RECOVER_LANCE",plot_list=PLOT_LIST)
             if nart.story:
                 nart.build()
                 nart.story.start_recovery(camp)
                 self.did_recovery = True
 def METROSCENE_ENTER(self, camp):
     # Upon entering this scene, deal with any dead or incapacitated party members.
     # Also, deal with party members who have lost their mecha. This may include the PC.
     etlr = plotutility.EnterTownLanceRecovery(camp,
                                               self.elements["METROSCENE"],
                                               self.elements["METRO"])
     if not etlr.did_recovery:
         # We can maybe load a lancemate scene here. Yay!
         nart = GHNarrativeRequest(camp,
                                   pbge.plots.PlotState().based_on(self),
                                   adv_type="DZD_LANCEDEV",
                                   plot_list=PLOT_LIST)
         if nart.story:
             nart.build()
    def __call__(self, camp):
        """

        :type camp: gears.GearHeadCampaign
        """
        if self.auto_set_rank:
            self.pstate.rank = camp.pc.renown
        nart = GHNarrativeRequest(camp, self.pstate, self.adv_type, PLOT_LIST)
        if nart.story:
            nart.build()
            self.started = True
            camp.check_trigger("UPDATE")
        else:
            for e in nart.errors:
                print e
Example #4
0
 def __init__(self, camp, metroscene, metro):
     # Go through the injured/dead lists and see who needs help.
     myreports = list()
     if camp.pc not in camp.party:
         # This is serious.
         init = pbge.plots.PlotState(elements={
             "METRO": metro,
             "METROSCENE": metroscene
         })
         nart = GHNarrativeRequest(camp,
                                   init,
                                   adv_type="RECOVER_PC",
                                   plot_list=PLOT_LIST)
         if nart.story:
             nart.build()
             nart.story.start_recovery(camp)
     else:
         pass
Example #5
0
    def __call__(self, camp):
        """

        :type camp: gears.GearHeadCampaign
        """
        if not self.started:
            if self.auto_set_rank:
                self.pstate.rank = camp.pc.renown
            nart = GHNarrativeRequest(camp, self.pstate, self.adv_type,
                                      PLOT_LIST)
            if nart.story:
                self.root_plot = nart.story
                nart.build()
                self.started = True
                camp.check_trigger("UPDATE")
            else:
                for e in nart.errors:
                    print(e)
        self.root_plot.start_mission(camp)
Example #6
0
    def METROSCENE_ENTER(self, camp: gears.GearHeadCampaign):
        # Upon entering this scene, deal with any dead or incapacitated party members.
        # Also, deal with party members who have lost their mecha. This may include the PC.
        etlr = plotutility.EnterTownLanceRecovery(camp,
                                                  self.elements["METROSCENE"],
                                                  self.elements["METRO"])
        if not camp.is_unfavorable_to_pc(self.elements["METROSCENE"]):
            camp.home_base = self.elements["MISSION_GATE"]

            if camp.campdata.get(LANCEDEV_ENABLED, False) and random.randint(
                    1, 3) == 2 and not etlr.did_recovery:
                # We can maybe load a lancemate scene here. Yay!
                if camp.campdata[LANCEDEV_ENABLED](camp):
                    nart = GHNarrativeRequest(
                        camp,
                        pbge.plots.PlotState().based_on(self),
                        adv_type="LANCEDEV",
                        plot_list=PLOT_LIST)
                    if nart.story:
                        nart.build()